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Rags to Riches Magic and Supernature

THIS IS A PLAYTEST VERSION AND CAN BE CONSIDERED INCOMPLETE


Still in development:
Updated Presentation
Optional rules for magic systems
Additional penchants
Artefacts
Sample characters.

Please send feedback of this and other playtest books to akhetproduction@gmail.com

Contents

Magic Rules
How to Implement the Magic System
Spells
Magic Penchants
Artefacts
Sample Characters

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MAGIC RULES

Magic. Also known as Chi and a plethora of other words, it is the arcane force of the
universe. Able to transcend normal laws of physics as we know them, the rules of magic
follow their own system. Whether the source of your power comes from your character, the
universe or some object, the core mechanics for using Magic in WoH remain the same, all of
which may be found here. Note that additional rules designed to better incorporate magic
into a game world, or to differentiate between magical styles, are entirely optional and are
included in subsequent chapters.

Making a Caster
In order to make a Caster, the character must purchase the penchant Unlock the magic, at
which point they gain the Magic Attribute and 1 Rank instantaneously. All Spells, Penchants
and additional Ranks must be bought normally with experience points and cannot (normally)
be bought during Character Creation.

Casters
The Caster is the name for any character that uses the Magic system. Wizards, sorcerers,
psychics, mystics, chi users, witches, mutants or any other creature that uses the Magic
Attribute are all called Casters. In order to become a Caster, a character must purchase the
Unlock the Magic Penchant. This grants them access to Magic as an Attribute from which
they may expand their Magical ability.

Spells
Spells work similar to Skills in that they have Ranks called Levels and most Penchants that
can affect skills can also be used for magic at GL discretion. Spells may be upgraded into
higher ranks with experience. However, unlike Skills, a Spell Level has a very specific effect
and description. When upgrading a spell, note that the most upgraded version supersedes
all previous versions in conflict of wording, such as maximum distance. To cast a spell, the
user must expend mana equal to the total spell level.

The most powerful Spells are often both high in Level and also a combination of several
different Spell options. Casting combined spells takes significant time and thus many Spells
are impractical in combat situations. Unless specifically noted otherwise, a spell must be cast
on a target located within its aura of effect, which is usually little more than physical contact.
This may be modified by combining the spell with other spells, such as Hurl or Beam, which
propels a spell from its starting point to a new location. Conversely, merging spells together
can produce new and different effects.

Spell Aura
Every Spell has an 'aura', or a radius of affect. When casting a spell, the target must be
within the range of this aura unless the spell is emitted as a projectile via the use of other

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spells, such as Hurl. The range of a Spell's aura is equal to the user's Magic Rank multiplied
by the total Spell level. Other factors can affect this such as the insulation factor of any
physical material the spell may be cast or ambient affects such as heightened magic in an
area. Note that wearing certain materials dampens the power of some practitioners as the
insulation factor can affect the movement and mana and the casting of certain spells.

Alternate Use of the Magic Rank


Not everyone who has access to their Magic uses it for arcane power. Some use it purely to
prolong their natural life. Any character with a Magic Rank can choose to burn it to preserve
their life instead, effectively allowing them to survive a mortal injury. Burning one Rank
allows the character to survive their current injuries and will over time heal their body to a
point where they will definitely survive. Burning two Ranks will not only keep the character
alive but will regenerate lost limbs and repair grievous injuries. Burning three Ranks
performs this healing instantaneously. Note that these Attributes are lost forever and cannot
be bought back. For purposes of spending experience on on a new Magic Rank, the
character is treated as if they still possess those Ranks for tallying the final cost.

In games that are intended to use both regular casters and the alternate rules of Burning
Ranks for survival, Gls should consider making these alternate rules either exclusive to non-
casters or a penchant that needs to be bought in order to further separate the Caster vs
Combatant divide.

Alternate Use of Mana


Anyone who has a Magic Rank produces Mana. Typically, this mana is used to produce spells,
however not everyone practices magic for spell casting. Any character that does not
purchase spells, or has a fundamentally limited capacity for spells, can instead use their
mana to make a reroll. Penchants that can apply to this will apply as normal.

Experience Costs
The cost of purchasing the Magic Attribute is identical to purchasing any other Attribute. The
cost of purchasing a spell with experience is the spell level x3. Thus a Level 1 spell costs 3
experience, while a Level 2 spell costs 6. Each Spell and Spell Level must be bought
separately and must be bought in sequence.

Upgrading Spells
Assume that all details of a spell remain the same EXCEPT those that have been changed. In
other words, upgraded spells behave exactly like their lower level variant except where
detailed otherwise. Some spells can be upgraded in multiple ways per spell level. Choose
one when casting or spend one point of additional mana for each upgrade in the new spell.
The higher level upgrade always supersedes a lower level upgrade. Each upgrade beyond the
first must be paid with mana individually, thus casting a Level 2 which has three available
upgrades would cost 2 mana to cast, or 3 mana to cast with two upgrades, or 4 mana to cast
with all three upgrades. Note that casting spells is entirely modular and as some higher level
upgrades supersede earlier upgrades, it is typical for a caster to only choose the upgrades

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they wish to add. Regardless of whether additional upgrades are added, the base mana cost
for the spell must be paid in order for it to be cast.

Friendly Fire
Though Casters can choose targets for their spells, Casters typically cannot cause their spells
to distinguish between friend from foe, or even between target and caster. Although most
spells cannot affect the caster while being cast, once cast they can typically affect the caster
as per normal, for example, a wizard who produces acid out of his fingertips will not be
harmed by the acid as it appears, but if it then drops onto his palm or another part of his
body it can still burn him as described.

Mana
The amount of Mana a Caster has available for casting is equal to Magic Rank. A character
with Magic Rank 2 therefore has 2 Mana. The Master of Mana Penchant may be used to
increase this number, but only ever to a maximum of the Magic Rank multiplied by itself.

Recovering Mana
Mana is recovered at a rate of one point per hour of rest.

Casting and Casting Time


All spells require a casting time in Motions (or seconds) equal to the total Spell Level and are
released on the round following. Typically casting requires both arm movements and words
to perform, however whether these are functionally required for the spell or are simply
means to concentrate and focus the mind is up to the GL.

Duration
All spells last for an amount of time equal to the time spent casting unless otherwise noted.
If a caster pours in extra mana to the spell, the normal duration is increased. If one extra
mana, the duration is doubled. If three, the duration is tripled. If six, the duration is
quadrupled. Etc.

Many spells to specify other casting times, however this rule is most important for the
construction of new spells (GL discretion) or the alteration of existing spells, particularly
when merging spells together. If in doubt, always take the lowest of durations.

Penetration and Insulation


As a general rule, magic spells can pass effortlessly through dead or formerly living
materials, such as leather or wool, but not through non-living materials such as glass or
metal. In principle, the less conductive the material, the less magic is able to affect it. While
many spells, such as produce acid, will affect these materials as normal, certain other spells,
such as Mana Bolt, Imbue or Animate, directly interact with the material while still formed
as mana and thus are affected by the non-conductive and non-living qualities of materials. In
order to overcome this insulation, additional mana must be poured into the spell equal to

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the amount of resistance the material puts up.

Silver, Gold and 'dead' materials provide 0 points of insulation against magic.
Bronze and Iron Armour provides 1 point of insulation against spells.
Steel armour provides 2 points of insulation against spells.
Stone and Glass provides 3 points of insulation against spells.

Magic Items
Magic items, created by the Imbue spell, are powerful tools for the arcane practitioner. They
allow a user to effectively store spells for future use. However, this ability is sadly not an
infinite resource as does have its limits. Magic items can react poorly when in near or direct
contact with one another, particularly if contacting the same spell on the same or similar
material. Additionally, there is only so much mana that can be stored in a given magic item.

Mana per Item


On any given item there is a limit to how much mana can be poured into it during the initial
spell cast. This limit is given as 5 points of mana per cubic centimetre of volume. Note that
this is volume and not surface area. For items with insulation however, this amount is
reduced to 4 mana for materials that provide 1 point of insulation and down to 3 mana for
materials that provide 2 points of insulation. Note that there is no specific limit on the Magic
Rank of the item (the strength of the Mana), but rather on the amount of mana itself.

When enchanting an item, the amount of mana in the item is equal to the amount used
during the casting of the base spell and does not include the mana cost of the Imbue spell or
any spells/penchants that affect the Imbue Spell. Thus a level 2 Mana Bolt cast with the
Increased Range Penchant and combined with the level 2 Imbue Item and level 2 Trigger
spell during casting would have a Mana total of 4 and not 12 as the mana for casting the
Imbue Item and Trigger Spell is not stored in the item itself, but the cost on the Mana Bolt
from the Penchant is.

Enhancing an Enchanted Item


It is possible once an item has been enchanted using the Imbue Item spell to have that spell
enhanced or cause new affects to be added. However, any attempt to modify the item
results in a roll for unreliability per extra Mana point being imbued into the item. Treat the
enhancement in the same way as if the item were reacting to being in proximity to another
spell, as that is exactly what is happening. In these circumstances, penchants like Magical
Purity can be used to affect the roll.

Spell Aura and Contact


Despite what many practitioners may believe, gold and silver are not always the best choices
for use as magic items. While steel items are difficult to enchant, and retain less mana, they
are also far more likely to remain stable when in the presence of other spells. Every item
reacts to items within a set proximity based on the strength and mana of the spell and the
conductivity of the original material. The range of 'contact' is thus equal to the Magic Rank
multiplied by the Spell level, and divided by the Insulation factor of the item plus one (thus
insulation 0 divides by 1, insulation 1 divides by 2 and so on). The resulting number equals

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the number of centimetres that item can be kept from any other active spell or imbued item.
Thus a gold ring, enchanted by a Rank 4 wizard and enchanted with 3 mana points will have
an effective contact proximty of 12cm (4x3/1), however that same spell cast into an iron ring
would have a contact proximity of only 6cm (4x3/2). Note that in rare circumstances an
item's Magic Rank can increase due to absorbing other spells, and as such its proximity for
contact increases too.

Note that while it is possible to further enchant an item after the original enchantment, it is
still affected by the rules of proximity to a spell and there is a chance that the item may
simply absorb the spell or cause a violent explosion. Equally, casting a spell when in
proximity to an Imbued Item, such as casting a spell while wearing an Imbued ring, can also
result in the spell or item's absorption or explosion. In these circumstances, penchants like
Magical Purity can be used to affect the roll. Remember that increasing the Spell Level of a
pre-existing spell Imbued onto the item, such as increasing a Mana Bolt from Spell Level 2 to
Spell level 3, counts as casting the same base spell on the item and affects the roll
accordingly. This is due to the fact that the caster is effectively undoing elements of the
previous spell to replace it with the new one.

Explode or Dissipate
If an imbued item comes in contact with another imbued item or an active spell there is a
chance that it will release the mana in the object, either peacefully or violently. Using the
Unreliable Magic rules with your magic rank at the time of the original casting affecting the
roll. On an impetuous result, the more powerful magic spell absorbs the other, effectively
increasing its Magic Rank by 1. On an afraid result, the weaker spell dissipates, roll randomly
if they are of equal spell level. On a panic result, the weaker item explodes, destroying the
spell, the item, and releasing the spell as a mana bolt dealing damage equal to the exploding
spell's Magic Rank. For every ten centimetres the explosion spreads reduce the damage by
one until it no longer does damage.

If a spell comes into contact with a spell of the same basic nature (for example, an Imbued
Mana Bolt spell contacting another Imbued Mana Bolt spell or being hit by a cast Mana Bolt
spell), or comes into contact to another enchanted item that is of the same material (such as
two enchanted gold rings), treat the result of the Unreliable roll as one category down, thus
a roll that would normally cause a spell to dissipate now causes it to explode. If the roll
results in a category below that of Explode, then not only does the weaker item explode but
the more powerful item will have its energy dissipate. If two items with the same spell cast
on the same material come into contact with each other, then there is a high chance that
both will explode.

In Practice
Enchanted items are a boon and a risk. While a given item may impart benefits at will,
encountering an active spell or another enchanted item could lead to disastrous results. On
the other hand, while the theoretical limit for the power of a given item might be quite high,
the functional limits are something else entirely. A large shield, for example, could easily
have as much 100 mana points stored in it, but a single wizard of Magic Rank 5 and stacked
with as many Mast of Mana penchants as he can buy is only capable of channelling 25 points
into it in a single casting, not including the cost of casting the spell and the insulation factor

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of the shield itself. Making the object more powerful later also runs the risk of having the
item or caster's spell dissipating or detonating, which is an obvious hazard for both the
caster and the enchanted item. As a result, small weak spells are much more common, with
truly powerful high quality enchantments often being intended to counteract enemy
enchantments in a strange form of arms race, often resulting in the intentional destruction
of the enchanted item with a more powerful enchantment in order to destroy the spell, or
the systematic destruction of the base item itself so as to remove the enchantment from
existence. In rare circumstances, with a combination of time, power, and extraordinary
circumstances, an artefact that is magically indestructible may be born, however this won't
necessarily stop mundane methods of item destruction from working just as well.

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How to Implement the Magic System
One of the most interesting parts of any magic system is finding out were the magic comes
from, and RTR has kept the exact mechanism out of the picture. This choice can vastly affect
the way in which magic is perceived by the players and can greatly affect the level of player
interaction. It can provide the cornerstone of a plot or simply make wizarding characters
more interesting to play. A few ideas of where magic comes from and how it can be used to
affect gameplay follow.

Channelled Magic
Magic is channelled through the caster from all around them or from a particular ephemeral
source. Wizards are merely individuals who channel mana in such a way as to direct it
toward achieving a particular goal or effect, but have no role in its generation. This is the
most common form of magic system as it requires little effort on the GLs part allows magic
to flow free without restriction. Though this too can provide interesting roleplay
opportunities:
Characters may be interested in the study of how magical atomic particles interact
There may be a difference in magic from one area to another, and anti-magic or
dead-magic fields may apply.

Chi
All mana comes from within. It is life essence, life force, that is used to power magic. Those
who focus, can harness this power and release it in a variety of ways. This system would
encourage much more spiritual gameplay and magic could be seen as representing the
lighter or darker sides of a character. Effects of this system may include:
All characters may have a Magic Attribute which may grant mechanical benefits
Characters may be limited to one or two spells
The XP cost of learning a spell may be lower, but may also require a Practical Skill in
concentrating the Chi.
Chi may emit an aura of good or harmful intentions (unless a penchant is bought to
disguise it)

Component Magic
Magic requires something more than simple mana to cast, it requires reagents. This might
be as simple as graveyard dirt or a few herbs, or it might be something as costly as copper,
silver or gold. Effects of this system may include.
The money game. Casters, especially those that require precious metals, will always
have to spend time and money on their spells.
Magic now has two limits in the presence of mana and reagents, which, depending
on the rarity of the reagent, may be controlled by the GL.
Particular reagents may be sort after for increased effectiveness, such as granting a
free penchant to any one spell. This can also provide roleplaying stimulus.

Gemstones
Mana is produced by gemstones. These may either be handheld, or surgically inserted into

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the body. A casters magic rating is thus the result of these powerful gemstones through
which mana can be channelled and unleashed. Effects of this system may include
High levels of paranoia. Casters will always be wary of other casters, and always hunt
other casters for their stones.
Powerful magic is a rare thing and a huge stigma is placed on its practitioners for
murder. The more powerful the mage, the greater the social stigma.
Powerful Ritual Magic can take on a whole new meaning.

Shield Magic
Magic is a great power, but it is limited against other wizards. As wizards become more
powerful they become increasingly immune to direct magical damage.
Effects of this system may include:
Hostile spells like manabolt have no effect on a defending caster if his Magic
Attribute is equal to or greater than his opponents.
Magic Wall can also apply to Second Level Spells if the casters Magic Attribute is
equal to or greater than his opponents

Snowballing
Snowballing magic is a system where highly powerful magic can be cast but at the cost of
personal safety. This system uses the Unreliable Rules. A character can cast any spell that
they have learned, but they may at will input additional mana in order to increase the power
of the spell being cast. If they input enough mana to take it up to the next Spell Level, the
Spell is counted as being cast at that level. Such an influx of mana is dangerous however and
for every mana point input that the character cannot normally cast with safety they must roll
an Unreliable check, with a penalty equal to the number of mana points used previously.
Thus raising a Produce Flame spell from level 1 to 3 would require an extra 2 Mana points
and the user would need to make three rolls, one with no penalty, the next with a -1 penalty,
and the last with a -2 penalty. Additional Spells can be cobbled together for a single casting
as normal.
An easy way to enter into 'high magic' systems.
Casters are capable of incredible feats, but only at incredible risk
The risks of magic going wrong increases dramatically.
Powerful casters are more famous for the reliability of their casting than their great
power.

Stimulation
For whatever reason, characters require a particular physical or emotional stimulus to cast
magic. This is most easily equated to psychic powers, but may also be a measureable
chemical reaction as scientific as physics. Effects of this system may include:
Casters are reliant on or must ward against external stimulus to control their magic.
The emotions or stimulus from which one caster generates magic can be very
different from another.

Source Magic
Magic is generated by a great and powerful source. This could be the earth, a moon, or a
divine link. This sort of magic is considerably more powerful than normal magic, and there is
a greater repository available for access than the mortal body can hold, but though this can

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make more powerful spells more accessible, it can also take longer to cast the simpler of
spells.
All spells should take longer to cast.
The Caster gets the Master of Mana Penchant for free.
Though limited in how much Mana can be used at once, never has to rest to regain
Mana
Limited spell range

Threads of magic
Mana grows in threads on the skin of individuals like hairs. These hairs are pure mana and
are bound to the individual until expended. For the lucky few who produce them at all, these
threads are valuable things and signs of importance. Spells are created by tying threads in
particular ways and unleashing them at the enemy. Effects of this system may include:
Threads appear in random places about the body and cast from that location, thus it
is possible to create a jet of flame from ones fingertips, but only if the thread is
located on the fingertips. It is also possible to create a jet of flame emerging from the
characters elbow, forearm or knee cap.
Threads may grow individually or in clumps of two or three, potentially limiting the
level of spells by the upper number of threads that are in reach to be tied together.
Casters may require a wand to assist the threading like a magical needle, or perhaps
wands and staffs allow the caster to transfer the energy to a focal point, with the
more powerful the wand allowing greater magical spell levels.

Tiring
The use of magic is exhausting, and the more magic used the more exhausting it is. When a
character uses all the mana produced by one of their Mana Ranks, they suffer that Rank as a
penalty to all future activities until the Mana is restored. Thus a Rank 3 user with Master of
Mana 2 who uses 6 of their available Mana would suffer a penalty of -2 on all rolls.
Tiring can be easily combined with any system to represent the exhaustion factor of
using magic.
Using large amounts of magic becomes dangerous as the penalties accrue.

Unnatural
Wizards are an aberration from nature. Where most creatures have some form of
unconscious connection to the world around them, wizards do not. Their separation from
the natural world allows them to generate magical energy, but at the cost of casting an
unnatural aura and presence to others. Animals and people will often attack with no
provocation except to get rid of the unnatural sensation the wizard exerts.
It is next to impossible to strip a caster from their magical powers.
Casters are rarely, if ever, socially accepted and often live as hermits.
Casters should receive a penalty on all social rolls equal to their Magic Rank.

These are just a few suggestions, and there is no reason not to combine them to create
completely new and original methods.

Unreliable
For whatever reason, be it casting too fast or just the nature of magic itself, magic is not

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always safe. Sometimes dangers can occur ranging from the failing of spells to going
strangely awry to killing or incapacitating the caster. On the other hand, spontaneous bursts
of magical energy may increase the spell several times more than usual.
On every spell roll 2d10 (this may be the attack roll) and treat it as a morale check
with your Magic Rank affecting the final roll. On an Impetuous result (17+), all spell
effects and duration is doubled, even those already affected by penchants, but the
user's magic supply is totally depleted. On an 'afraid', the spell fails in some way
(12-). On a Panic result (8-), some disaster occurs.
Environmental conditions may affect the spell roll, such as whether the caster is
stressed, or whether there is a residual effect on magic in the area.
On a regular failure, this can result in a spell being cast with half the effect, or simply
not casting successfully. On a disastrous failure, this can result in the spell backfiring,
exploding, the loss of experience, or all of the above.

Willpower Magic
Magic is a feat of Will as much as it is a feat of power. A weak willed being can never reach
the heights of power despite what their body may be capable of. As a result, the most
powerful casters are also forceful in personality and firm in their beliefs, should their will
shatter, so will their magic.
A character's Magic Rank is treated as equal to the Willpower or their actual Magic
Rank, whichever is higher.
A temporary (or permanent) loss of Willpower will inherently reduce Magic.

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MAGIC ITEMS

Magic items, created by the Imbue spell, are powerful tools for the arcane practitioner. They
allow a user to effectively store spells for future use. However, this ability is sadly not an
infinite resource as does have its limits. The following optional rules may be used in sync or
separately at the GL's discretion.

Mana per Item


On any given item there is a limit to how much mana can be poured into it during the initial
spell cast. This limit is given as 5 points of mana for one cubic centimetre of volume, with
the volume required increasing in exponential increments (so for 10 points it requires three
cubic centimetres, for 15 points it requires six cubic centimetres etc.). Note that this is
volume and not surface area. For items with insulation however, this amount is reduced to 4
mana for materials that provide 1 point of insulation and down to 3 mana for materials that
provide 2 points of insulation. Note that there is no specific limit on the Magic Rank of the
item (the strength of the Mana), but rather on the amount of mana itself.

When enchanting an item, the amount of mana in the item is equal to the amount used
during the casting of the base spell and does not include the Mana cost of the Imbue Spell
or any Spells/pPnchants that affect the Imbue Spell. Thus a level 2 Mana Bolt cast with the
Increased Range Penchant and combined with the level 2 Imbue Item and level 2 Trigger
spell during casting would have a Mana total of 4 and not 12 as the mana for casting the
Imbue Item and Trigger Spell is not stored in the item itself, but the cost on the Mana Bolt
from the Penchant is.

Duration
An Imbued Item follows the rules for duration according to the spell being cast. Note that
the Imbue spell sets the limit, and though a trigger spell can 'pause' the duration for a time,
but eventually that time will run out unless imbued with new mana.

Fuelled Enchantments
A caster can create Magic items at their whim and pleasure with almost no limitation. Sadly,
the functional word here is almost. In order to remain imbued, functional items must be
charged with mana to replenish magical power that is lost over time. Mana drains at a rate
of one point every day for every 3 points of Mana the object holds. It may be possible to use
a penchant to increase this limit, but only at GL discretion.

In Practice
Magic items are a precious commodity. For spell casters it is a piece of their soul. For those
who need it, the necessity of a charger is a crutch that prevents many from accessing the
benefits an enchanted item can provide.

The Drain (Experience)


The cost of an enchanted item is not merely one of magical power. For some reason, in order

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to remain enchanted, an object enchanted takes from the caster in a way that is
irreplaceable. It drains from the caster's prior experience and ability, sapping their skills,
knowledge and ability. Whenever the caster uses Imbue Item, for every active spell being
cast (including Imbue) roll 2d10, add the Magic Rank, and attempt to roll above TS 12. On a
result of 13 or more, nothing happens, however, should the roll fail, for each degree of
failure the character loses an experience point. If the character has no available experience
to lose, it is drained directly from their pre-existing Penchants, Skills and Attributes. The
choice of what experience points to lose belongs to the player.

In Practice
The cost of making a magic item varies from high to low costs. Although safer for more
powerful casters, the risk is always present. The loss of experience however tends to mean
that casters will spontaneously lose what they believe to be superfluous abilities, but is
considered quite disturbing to others. Many see wizards as estranged and detached after the
creation of a magic item, and often steer clear from there presence, for who would willingly
inflict themselves with alzheimer's just for a trinket they could already do?

The Drain (Ranks)


The creation of a magic item requires an incredible sacrifice. A portion of the caster's Magic
Rank. In effect, instead of just imbuing the item with Mana, the caster also imbues it with a
piece of their soul, allowing the magic item to fuel itself and remain enchanted permanently.
The character loses a minimum of one Magic Rank that cannot be retrieved unless the magic
item is destroyed. Treat the magic item as if it is constantly being fuelled up to the maximum
amount of Mana generated by the Magic Rank. As Magic is often equated to the soul, there
may be further ramifications for such practices, such as a permanent penalty on all social
rolls equal to the Magic Attribute lost. A magic item created in this way does not produce
mana except in order to sustain itself, but may be destroyed in order to supply additional
mana for a ritual.

In Practice
The loss of a Magic Rank is a significant loss to a caster as it cannot be reclaimed. Not only
this, but when purchasing a new magic rank, they must pay experience points as if they still
had the ranks lost. For example, a Rank 3 wizard who puts two ranks into their magic item is
now Rank 1. In order to raise their Rank to Rank 2, they will need to pay for it as though
raising their rank to 4. As a result, the maximum potential of an enchanted item by a human
practitioner is Magic Rank 5 permitting a spell of up to 25 Mana, but at the permanent cost
of the Magic User's magical ability. As a result, many wizards wait until they are old and
nearing death before creating a magic item, although many never reach this stage either due
to unplanned death or an unwillingness to leave their magic behind.

Unstable Enchantment
Magic items can react poorly when in near or direct contact with one another, particularly if
contacting the same spell on the same or similar material. Additionally, there is only so much
mana that can be stored in a given magic item.

Contact

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Despite what many practitioners may believe, gold and silver are not always the best choices
for use as magic items. While steel items are difficult to enchant, and retain less mana, they
are also far more likely to remain stable when in the presence of other spells. Every item
reacts to items within a set proximity based on the strength and mana of the spell and the
conductivity of the original material. The range of 'contact' is thus equal to the Magic Rank
multiplied by the Spell level, and divided by the Insulation factor of the item plus one (thus
insulation 0 divides by 1, insulation 1 divides by 2 and so on). The resulting number equals
the number of centimetres that item can be kept from any other active spell or imbued item.
Thus a gold ring, enchanted by a Rank 4 wizard and enchanted with 3 mana points will have
an effective contact proximty of 12cm (4x3/1), however that same spell cast into an iron ring
would have a contact proximity of only 6cm (4x3/2). Note that in rare circumstances an
item's Magic Rank can increase due to absorbing other spells, and as such its proximity for
contact increases too.

Note that while it is possible to further enchant an item after the original enchantment, it is
still affected by the rules of proximity to a spell and there is a chance that the item may
simply absorb the spell or cause a violent explosion. Equally, casting a spell when in
proximity to an Imbued Item, such as casting a spell while wearing an Imbued ring, can also
result in the spell or item's absorption or explosion. In these circumstances, penchants like
Magical Purity can be used to affect the roll. Remember that increasing the Spell Level of a
pre-existing spell Imbued onto the item, such as increasing a Mana Bolt from Spell Level 2 to
Spell level 3, counts as casting the same base spell on the item and affects the roll
accordingly. This is due to the fact that the caster is effectively undoing elements of the
previous spell to replace it with the new one.

Explode or Dissipate
If an imbued item comes in contact with another imbued item or an active spell there is a
chance that it will release the mana in the object, either peacefully or violently. Using the
Unreliable Magic rules with your magic rank at the time of the original casting affecting the
roll. On an impetuous result, the more powerful magic spell absorbs the other, effectively
increasing its Magic Rank by 1. On an afraid result, the weaker spell dissipates, roll randomly
if they are of equal spell level. On a panic result, the weaker item explodes, destroying the
spell, the item, and releasing the spell as a mana bolt dealing damage equal to the exploding
spell's Magic Rank. For every ten centimetres the explosion spreads reduce the damage by
one until it no longer does damage.

If a spell comes into contact with a spell of the same basic nature (for example, an Imbued
Mana Bolt spell contacting another Imbued Mana Bolt spell or being hit by a cast Mana Bolt
spell), or comes into contact to another enchanted item that is of the same material (such as
two enchanted gold rings), treat the result of the Unreliable roll as one category down, thus
a roll that would normally cause a spell to dissipate now causes it to explode. If the roll
results in a category below that of Explode, then not only does the weaker item explode but
the more powerful item will have its energy dissipate. If two items with the same spell cast
on the same material come into contact with each other, then there is a high chance that
both will explode.

Enhancing an Enchanted Item

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It is possible once an item has been enchanted using the Imbue Item spell to have that spell
enhanced or cause new affects to be added. However, any attempt to modify the item
results in a roll for unreliability per extra Mana point being imbued into the item. Treat the
enhancement in the same way as if the item were reacting to being in proximity to another
spell, as that is exactly what is happening. In these circumstances, penchants like Magical
Purity can be used to affect the roll.

In Practice
Enchanted items are a boon and a risk. While a given item may impart benefits at will,
encountering an active spell or another enchanted item could lead to disastrous results. On
the other hand, while the theoretical limit for the power of a given item might be quite high,
the functional limits are something else entirely. A large shield, for example, could easily
have as much 100 mana points stored in it, but a single wizard of Magic Rank 5 and stacked
with as many Mast of Mana penchants as he can buy is only capable of channelling 25 points
into it in a single casting, not including the cost of casting the spell and the insulation factor
of the shield itself. Making the object more powerful later also runs the risk of having the
item or caster's spell dissipating or detonating, which is an obvious hazard for both the
caster and the enchanted item. As a result, small weak spells are much more common, with
truly powerful high quality enchantments often being intended to counteract enemy
enchantments in a strange form of arms race, often resulting in the intentional destruction
of the enchanted item with a more powerful enchantment in order to destroy the spell, or
the systematic destruction of the base item itself so as to remove the enchantment from
existence. In rare circumstances, with a combination of time, power, and extraordinary
circumstances, an artefact that is magically indestructible may be born, however this won't
necessarily stop mundane methods of item destruction from working just as well.

In addition, taking on a mage on their turf is a truly dangerous affair. As a mage can create
any number of magic items with sufficient energy which they can then allow to be absorbed
into more powerful objects, battling a mage or infiltrating their home with items of magic is
fraught with considerable danger for the invader.

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Spells

Each spell comes with a variety of power levels ranging from Lesser to Greater. While
Greater is not the theoretical limit, the sheer cost of time and experience into learning such
powerful magic is not to be overestimated.

Spell List
Below is a list of all the spells contained.

1 Animate Animate a subject object by controlling a limited number of joints


2 Beam Project a spell forward in a beam that may harm obstacles
3 Conceal Magic Makes a spell more difficult to detect
4 Contract Muscle Disable an opponent's muscle groups
5 Darkness Create a small patch of darkness
7 Diminish Reduce a character's abilities
8 Distant Sense Extend a sense over long distances
9 Divinatory Sense The character can alter their senses to detect magic
10 Drowsiness Make a target sluggish and tired
11 Enhance Enhance a character's abilities
12 Exorcism The caster can disperse unwanted spells
13 Hurl The caster can launch a spell into the air to activate where it lands
14 Imbue Item Creates a temporary enchanted item
15 Iron Shirt Creates a layer of magical armour
16 Magic Wall Creates a layer of protection against mana
17 Multi-Target Forcibly duplicates a spell
18 Produce Temporarily create substances with magic
19 Push Object The character can push and control objects with magic.
20 Shapeshifting The ability to transform into other creatures
21 Summon Essence Summon the spirits of the deceased
22 Summon Object Calls an object toward the caster
23 Supernatural Healing The body begins healing at a rapid rate
24 Trigger Store spells for later use

Spell Descriptions

Lesser Animate (First Level)


A single inanimate object can be animated to be completely under the casters control. So
long as it has movable parts (such as hinges, or joints) it can be made to move in any way it
can naturally. Any object from doors to watermills to the joints of corpses may be animated

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however only one object may be controlled at a time. The maximum size object that can be
animated is the size of a hare, and only one joint may be animated. Note that flexible items
like blankets or spines, count as having multiple joints. The animated object has effective
physical Attributes and Skills of 1 unless also affected by an enhance spell.

Animate (Second Level)


The Animate Spell may be upgraded in two ways:
The size of object that may be animated is increased to being limited by the Casters
Magic Rank (Rank 1, Hare sized object, Rank 2 Wolf sized, Rank 3 Human sized, Rank
4 Thoroughbred sized, Rank 5 House sized).
The number of joints extending from the contact point of the spell that may be
animated are limited by the caster's Magic Rank .

Improved Animate (Third Level)


The Animate Spell may be upgraded in two ways:
The number of joints extending from the contact point of the spell that may be
animated are limited by the caster's Magic Rank x2.
More than one object can be animated by this spell to a limit equal to the caster's
Magic Rank.

Greater Animate (Fourth Level)


The Animate Spell may be upgraded in two ways:
The number of joints extending from the contact point of the spell that may be
animated are limited by the caster's Magic Rank x2.
More than one object can be animated by this spell to a limit equal to the caster's
Magic Rank.

Lesser Beam (First Level)


When combined with another spell, such as a Mana Bolt or Produce spell, the wizard may
fire the spell as a ranged attack with the same range as a throwing axe in a solid line to
create its effects at the destination. If it encounters an obstacle, this spell will bend around
the obstacle in its path to reach the target, doing no damage to anything but the target.
Note that if it must pass too many obstacles it may expire before reaching the target and the
spell will unleash itself prematurely.

Beam (Second Level)


The Beam Spell may be upgraded in two ways:
The beam spell now deals one point of magical damage and one point of any damage
related to the spell to obstacles in its path.
The spell may now pass through objects, but is subject to insulation.

Improved Beam (Third Level)


The Beam Spell may be upgraded in three ways:
The beamed spell now deals 2 point of damage plus half of any regular damage to
any obstacles in its path.
If the spell being beamed has an effect other than damage, the unupgraded Level 1
version of that spell affects obstacles. Note that this only applies to spells cast at

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Level 2 or higher.
The beamed spell now has a range of a javelin.

Greater Beam (Fourth Level)


The Beam Spell may be upgraded in two ways:
The spell now deals full damage and effects to any obstacle in its path.
If the spell being beamed has an effect other than damage, up to one upgrade of the
Level 2 version of that spell affects obstacles. Note that this only applies to spells cast
at Level 2 or higher.

Lesser Conceal Magic (First Level)


By adding this spell to any casting, the magic aura can be diminished to the point where it is
nearly undetectable. Add +2 to the Test Score of any spell for purposes of magical detection.

Conceal Magic (Second Level)


The Conceal Magic Spell may be upgraded in two ways.
The Test Score increases to +4
The Aura of the Spell is decreased by half.

Improved Conceal Magic (Third Level)


The Conceal Magic Spell may be upgraded in three ways.
The Test Score increases to +6
The Aura of the Spell is decreased to a quarter.
The Spell itself messes with memory. Anyone witnessing the spell being cast must
pass a Perception of 14 (TS: 8+6) to remember seeing the spell casting. They will
remember spell effects.

Greater Conceal Magic (Fourth Level)


The Conceal Magic Spell may be upgraded in three ways.
The Test Score increases to +8
The Aura of the Spell is decreased to contact only.
Anyone witnessing the spell being cast must pass a Perception of 16 (TS: 8+8) to
remember seeing the spell.

Lesser Contract Muscle (First Level)


Upon contact, any muscle touched by the spell immediately and suddenly contracts,
effectively rendering that particular muscle-group useless. Touching a joint affects either
side of the joint, whereas touching a muscle group on an arm or leg makes that part of the
body tight and difficult to use. Any attempt to use those muscles induces a -2 penalty.
Although the duration of the forced contraction is only as many rounds as the user has
Magic Rank, the pain and impact of a sudden musculature contraction can last for up to an
hour afterwards (Penalty of -1).

Contract Muscle (Second Level)


The Contract Muscle Spell may be upgraded in two ways.
The Contraction also affects the next joint or muscle group over at -2 penalty.
The spell lasts for 1 minute per Magic Rank.

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Improved Contract Muscle (Third Level)
The Contract Muscle Spell may be upgraded in two ways.
The muscle is contracted fully to the point where it locks into position. The total
penalty for using those muscles increases by the target's own Strength.
The spell lasts 10 minutes per Magic Rank

Greater Contract Muscle (Fourth Level)


The Contract Muscle Spell may be upgraded in two ways.
The entire body is forced to contract all its muscles. The character is forced into the
foetal position and cannot escape from it.
The spell lasts 1 hour per Magic Rank

Lesser Darkness (First Level)


Night time darkness falls in the space designated by the spell. Six points must be targeted by
touch, between which the darkness will appear. These points cannot be moved if cast upon
an object that shifts position, and no one point can be taken more than 10 centimetres from
the central point.

Darkness (Second Level)


The Darkness Spell may be upgraded in two ways.
The six points may be cast upon specific surfaces that move.
The size of the darkness can be made equal to 10cm x Magic Rank.

Improved Darkness (Third Level)


The Darkness Spell may be upgraded in two ways.
The Darkness is pitch black and cannot be pierced by human eyes.
The Darkness can be made using more than six points as the frame.
The size of the darkness can be made equal to 1m x Magic Rank.

Greater Darkness (Fourth Level)


The Darkness Spell may be upgraded in two ways.
The caster can manipulate the darkness into any shape after the casting, allowing
them to effectively separate the darkness in front of them and then close it behind
them while the spell is active.
The size of the darkness can be made equal to 10m x Magic Rank.

Lesser Diminish (First Level)


Diminish decreases any one Skill on a single target as chosen by the caster by -1. This cannot
take a character past their normal minimum value of 0. Note that if this brings someone
below the ability to use a penchant, they can no longer use that penchant.

Diminish (Second Level)


The Diminish Spell may be upgraded in two ways.
Diminish can affect any one skill by -2
The spell lasts for 1 minute per Magic Rank

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Improved Diminish (Third Level)
The Diminish Spell may be upgraded in two ways.
Diminish can now affect two skills
Upon using this ability the character chooses one Attribute. They may decrease that
one ability by -1.

Greater Diminish (Fourth Level)


The Diminish Spell may be upgraded in three ways.
Upon using this ability the character chooses one Attribute. They may decrease that
one ability by -2.
The spell lasts for 10 minutes per Magic Rank

Lesser Distant Sense (First Level)


By touching a particular space, the character is able to connect to utilise one of their senses
of smell, taste, touch, hearing or speech through that point. Only one sense may be
connected at a time. The spell lasts for ten minutes and cannot move from its starting
position. The character loses connection if they go more than their Magic Attribute
multiplied by one metre away from the target.

Distant Sense (Second Level)


The Distant Sense Spell may be upgraded in two ways.
The caster may use two of their senses
The spell lasts for one hour

Improved Distant Sense (Third Level)


The Distant Sense Spell may be upgraded in four ways.
The caster may use as many senses as they have Magic Rank
The caster may cast this on two locations
The caster may place this on a moving subject
The caster may move up to their Magic Attribute x 10 metres away from the target

Greater Distant Sense (Fourth Level)


The Distant Sense Spell may be upgraded in two ways.
The caster may cast this on a number of locations equal to the caster's Magic
Attribute
The caster may move up to their Magic Attribute x 100 metres away from the target

Lesser Divinatory Sense (First Level)


The character may channel one of their senses to detect magic. How much they can learn is
limited by their ranks in the particular sense, how well they roll on perception (Make a
normal Perception + an inherent bonus from any relevant Magic Knowledge vs a Test Score
of 10 + Caster's Attribute). If the character succeeds at the TS 10 + Attribute roll, they can
learn the basic spells cast but not the total spell level or what upgrades the spell has.

Divinatory Sense (Second Level)


The Divinatory Sense Spell may be upgraded in three ways.
If the user beats a TS of 10 + Caster Attribute + Total Spell Level, the user can also

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identify every upgrade used in the spell.
Gain +2 bonus on all magical perception rolls.
Apply divinatory sense to two senses, make two perception rolls.

Improved Divinatory Sense (Third Level)


The Divinatory Sense Spell may be upgraded in two ways.
Gain +4 bonus on all magical perception rolls.
Apply divinatory sense to all senses, make roll once for each sense.

Greater Divinatory Sense (Fourth Level)


The Divinatory Sense Spell may be upgraded in one ways.
Gain +6 bonus on all magical perception rolls

Lesser Drowsiness (First Level)


The target becomes drowsy. All Attributes and Skills are halved for the purposes of dice rolls.

Drowsiness (Second Level)


The Drowsiness Spell may be upgraded in two ways.
The Target misses their immediate Motion.
Lasts for 1 minute per Magic Rank

Improved Drowsiness (Third Level)


The Drowsiness Spell may be upgraded in three ways.
The Target misses their next Round of Motions.
All Skills are reduced to 1.
Lasts for 10 minute per Magic Rank

Greater Drowsiness (Fourth Level)


The Drowsiness Spell may be upgraded in two ways.
The Target falls unconscious
Lasts for 1 hour per Magic Rank

Lesser Enhance (First Level)


Enhance increases any one Skill on a single target as chosen by the caster by +1. This can
take a character past their normal maximum value of 5.

Enhance (Second Level)


The Enhance Spell may be upgraded in two ways.
Enhance can affect any one skill by +2
The spell lasts for 1 minute per Magic Rank

Improved Enhance (Third Level)


The Enhance Spell may be upgraded in two ways.
Enhance can now affect two skills
Upon using this ability the character chooses one Attribute. They may increase that
one ability by +1.

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Greater Enhance (Fourth Level)
The Enhance Spell may be upgraded in three ways.
Upon using this ability the character chooses one Attribute. They may increase that
one ability by +2.
The spell lasts for 10 minutes per Magic Rank

Lesser Exorcism (First Level)


The residual magic in an area, such as the magic in an imbued item, can be dispersed,
effectively removing the spell. This requires constant and direct contact for the duration of
the spell's casting. At least as much mana must be expended on dispersing the spell as was
used by the original caster to create the spell.

Exorcism (Second Level)


The Exorcism spell may be upgraded in one way.
The caster need only make contact with the magical aura in order to disperse.

Improved Exorcism (Third Level)


The Exorcism spell may be upgraded in two ways.
The caster can disperse magic at a distance of 1m x Magic Rank.
If the character is able to identify the spell, the caster can attempt to use this against
a spell in the process of being cast.

Greater Exorcism (Fourth Level)


The Exorcism spell may be upgraded in two ways.
The caster can disperse magic at a distance of 10m x Magic Rank.
The character does not need to identify the spell in order to use it against a spell
being cast.

Lesser Hurl (X) (First Level)


When combined with another spell, such as a Produce spell, the wizard may fire the spell as
a ranged attack with the same range as a throwing axe. This ranged attack is treated as using
a ranged weapon in all respects including requiring a ranged skill for range, with damage
determined by the spell magically propelled. Wherever the spell lands is where the spell
goes off. This spell requires the casting of two spells effectively as one and thus requires the
mana cost and casting time of both spells.

Hurl (Second Level)


The Hurl spell may be upgraded in two ways.
Increase the range to javelin.
Add +2 to the roll to hit as the spell redirects towards its intended target.

Improved Hurl (Third Level)


The Hurl spell may be upgraded in two ways.
Increase the user's skill in using Hurl by the user's Magic Attribute. This applies to
either the range and the roll to hit, not both.
Double the throwing distance.

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Greater Hurl (Fourth Level)
The Hurl spell may be upgraded in two ways.
Increase the user's skill in using Hurl by the user's Magic Attribute. This applies to
both the range and the roll to hit.
Triple the throwing distance.

Lesser Imbue Item (First Level)


This spell allows the effects of a spell to be placed on a target object. For all intents and
purposes of the spell this object counts as the caster. The effect lasts for an equal number of
rounds as the wizard's Magic Attribute, or the time spent casting, whichever is longer. This
spell requires the casting of two spells simultaneously and thus has the mana cost and
casting time of both spells. This can be used to create temporary magic items that cast spells
upon those who make direct physical contact with the spell.

Imbue Item (Second Level)


The Imbue spell may be upgraded in one way.
The spell lasts for as many minutes as the caster's Magic Attribute.

Improved Imbue Item (Third Level)


The Imbue spell may be upgraded in two ways.
The spell lasts for as many hours as the caster's Magic Attribute.
If the imbued item is destroyed in any way the caster knows about it.

Greater Imbue Item (Fourth Level)


The Imbue spell may be upgraded in one way.
The spell lasts for as many hours as twice the caster's Magic Attribute.

Lesser Iron Shirt (First Level)


Iron Shirt is the concentrating of magical force to protect the body from physical harm. Treat
a single limb, torso or head of the casters body as if the skin itself had an armour rating of 1
for the spell's duration.

Iron Shirt (Second Level)


The Iron Shirt spell may be upgraded in two ways.
Armour up to as many limbs, torso or head as the caster has in Magic Attribute.
Increase duration to 1 minute per Magic Attribute.

Improved Iron Shirt (Third Level)


The Iron Shirt spell may be upgraded in three ways.
The entire body counts as armoured.
Increase the armour rating to 2.
Increase duration to 10 minutes per Magic Attribute.

Greater Iron Shirt (Fourth Level)


The Iron Shirt spell may be upgraded in two ways.
Increase the armour rating to 3.
Increase duration to 1 hour per Magic Attribute.

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Lesser Magic Wall (First Level)
This spell acts as armour against other spells. The caster effectively negates one of the mana
points put into a single spell that is directed at the caster, reducing the spell by one of its
upgrades, starting with the highest. This can effectively reduce a spell from a higher level to
a lower level or negate the spell entirely.

Magic Wall (Second Level)


The Magic Wall spell may be upgraded in two ways.
The caster may now ignore a total amount of mana up to his Magic Attribute.
Decrease the effects as normal, starting from the highest upgrade down the caster
chooses which effects are lost. Note that this wall can be depleted before the
duration would normally cause it to expire.
The duration of this wall is now 1 minute per Magic Rank.

Improved Magic Wall (Third Level)


The Magic Wall spell may be upgraded in four ways.
The caster may now ignore a total amount of mana up to double their Magic
Attribute.
Until the spell expires caster can always ignore up to their Magic Attribute in mana
from any spell that is directed at them.
The caster can choose to set this wall up as an actual physically anchored wall rather
than as armour, effectively shielding everyone on the other side of that wall. The wall
can have a total surface area as the caster's Magic Rank in square metres. Note that
this wall can be used to remove the mana within enchanted items that pass through
it.
The duration of this wall is now 10 minutes per Magic Rank.

Greater Magic Wall (Fourth Level)


The Magic Wall spell may be upgraded in three ways.
The caster may now ignore a total amount of mana up to triple their Magic Attribute.
The physically anchored wall can now have its total surface area equal to twice the
caster's Magic Rank in square metres.
The duration of this wall is now 1 hour per Magic Rank.

Lesser Magnetise (First Level)


Upon casting, the next two surfaces touched by the caster's finger become strongly
magnetised to each other. Roll 1d10 to determine the Test Score for how difficult the
surfaces are to separate. Unless forcibly removed these objects will not separate. The spell
lasts for 1 minute per Magic Rank of the caster.

Magnetise (Second Level)


The Magnetise spell may be upgraded in two ways.
Roll 2d10 to determine the Test Score total with a minimum score of the caster's
Magic Attribute to determine the Test Score total.
Lasts for 10 minutes per Magic Rank.

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Improved Magnetise (Third Level)
The Magnetise spell may be upgraded in three ways.
Roll 2d10 and add the caster's Magic Attribute to determine the Test Score total.
Lasts for 1 hour per Magic Rank.
Any object that shares close material properties with the two points that have been
magnetised (such as the same type of wood or the same type of metal) that enters
into the aura of the magnetised items are also attracted to that point. If not
restricted, (or fail the TS score) they will attach themselves to that point.

Greater Magnetise (Fourth Level)


The Magnetise spell may be upgraded in one way.
Roll 2d10 and add the caster's Magic Attribute twice to determine the Test Score
total.

Lesser Mana Bolt (First Level)


The Mana Bolt is a thrown bolt of pure mana with the range of a javelin. The shape it forms
is the choice of the caster. This bolt is treated as a ranged weapon in all respects including
requiring a ranged skill for range and accuracy. Potential Damage is calculated by rolling a
d10 and the result halved, though this may be reduced further due to insulation. This bolt
otherwise ignores armour and dissipates after impact.

Mana Bolt (Second Level)


The Mana Bolt spell may be upgraded in one way.
The Potential Damage is increased to 1d10.

Improved Mana Bolt (Third Level)


The Mana Bolt spell may be upgraded in two ways.
The Potential Damage may have a minimum score equal to the users Attribute.
After striking one target, a single Mana Bolt can be redirected to strike another target
within range.

Greater Mana Bolt (Fourth Level)


The Mana Bolt spell may be upgraded in two ways.
The Mana Bolt can now be unleashed on a number of targets equal to the caster's
Magic Rank, generating one Mana Bolt per Rank.
After striking one target, each and every Mana Bolt can be redirected to strike
another target within range.
If only making one Mana Bolt, the casting time for a single Mana Bolt is halved.

Lesser Multi-Target (First Level)


Multi-Target allows a single Spell casting to affect two targets instead of one. All other
numeric effects of the original spell are halved, including duration. Note that this spell
effectively counts as an upgrade on top of other spell upgrades.

Multi-Target (Second Level)


The Mana Bolt spell may be upgraded in two ways.

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A single casting can be made to affect a number of targets equal to the casters
Magic Attribute.
The caster can select one numeric effect to not be halved.

Improved Multi-Target (Third Level)


The Mana Bolt spell may be upgraded in one way.
The primary spell does not have any of its numeric effects halved.

Greater Multi-Target (Fourth Level)


The Mana Bolt spell may be upgraded in one way.
All other numeric effects are no longer halved.

Lesser Produce (X) (First Level)


The Produce spell works by producing a particular chemical reaction which then pours out of
the fingertips. Though this spell may be used for many different purposes, a wizard must
select each possible variant separately as though it were a different spell (which in actual
fact, it is). While many forms of produce are possible, examples include:
Vinegar/Acid:
This spell creates a millilitre of vinegar. Contact with a wound can cause pain but no
actual damage.
Fire:
This spell creates a tiny bead of flame. Direct contact causes 1 point of damage.
Prolonged contact with this spell can be used to set highly flammable things on fire,
such as kindling.
Water:
This spell creates one millilitre of small trickling of water. Note that the purity is only
as pure as that which the subject has previously tasted.
Electricity:
This spell sends tiny sparks of electricity out the fingertips. Direct contact causes 1
point of damage, which can travel through conductive materials. If multiple targets
are touching the metal, damage impacts each targets.
Voice:
This spell creates a voice that emanates from the caster's fingertips. It does not have
to sound like the caster's voice. The number of syllables it can pronounce is equal to
the wizard's Magic Rank, (thus a wizard with Rank Three could speak clearly the word
enemy with his fingertips).

Produce (X) (Second Level)


Produce behaves exactly like Lesser Produce except the substance created is upgraded. Note
that in order to cast the second level variant the wizard must know the first level variant of
each type. Examples upgraded include:
Vinegar/Acid:
The vinegar is now a highly corrosive acid that deals halved 1d10 damage. This can
be reduced by armour however this damage is a permanent burn on the armour,
reducing it for all future engagements.
Up to a litre may now be produced.

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Fire:
The Fire is now a more focused and hotter flame that deals halved 1d10 damage and
can immediately set highly flamable objects on fire, which in proceeding rounds then
receive 1 point of damage until extinguished.
The size of the flame is now roughly the size of the human hand.
Water:
The spell can now produce ice or water vapour.
Up to a litre may now be produced.
Electricity:
The electricity produced now deals halved 1d10 damage and can flow directly
through conductive metals. If multiple targets are touching the metal, it affects each
target equally.
Voice:
This spell can create a loud voice that can utter a number of syllables equal to twice
the caster's Magic attribute.

Improved Produce (X) (Third Level)


Improved Produce may either act as an upgrade for earlier Produce spells OR can now create
a permanent lasting substance that doesn't expire after the spell ends. This permanent
substance is equivalent to the first level version of the spell only. Note that in order to cast
the third level variant the wizard must know the specific second level variant.
Vinegar/Acid:
Damage increases to the user's Magic Rank.
The amount of acid produced is litres equal to the user's Magic Rank
Fire:
Damage increases to the user's Magic Rank.
The flame produced by this spell is now large enough to engulf a limb.
For the first round after contact the flame will deal halved 1d10 damage before
reducing to 1 damage for every round thereafter.
Water:
The amount of water produced is litres equal to the user's Magic Rank
Electricity:
Damage increases to the user's Magic Rank.
This current will now also jump onto any metalic or conductive substance within a
metre of the target without contact being necessary.
Voice:
The number of syllables is now equal to three times the caster's Magic attribute.
The volume of these shouts can be used to force a morale check on any who hear it.

Greater Produce (X) (Fourth Level)


Greater Produce can be used for further upgrades OR can create a permanent lasting
substance with up to one second level upgrade.
Vinegar/Acid:
Damage is now equal to the user's Magic Rank or a 1d10 roll, whichever is higher.
The caster can produce twice the caster's Magic Rank in litres.
Fire:

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Damage is now equal to the user's Magic Rank or a 1d10 roll, whichever is higher.
Water:
The caster can produce twice the caster's Magic Rank in litres.
Electricity:
Damage is now equal to the user's Magic Rank or a 1d10 roll, whichever is higher.
Voice:
The number of syllables is now equal to four times the caster's Magic Attribute.
The voice is now so loud that it also causes a point of damage.

Lesser Push Object (First Level)


The caster may push any object of up to 1 kilogram in weight that is in sight in a single
direction of his choice as if he himself had pushed it. TS 8 plus the caster's Magic Attribute is
used to set the TS against any attempt to resist.

Push Object (Second Level)


The Push Object spell may be upgraded in one way.
The caster may push objects up to their Magic Rank in kilograms.

Improved Push Object (Third Level)


The Push Object spell may be upgraded in two ways.
Instead of simply pushing the object, the character can control the object's
movements for the spell's duration.
The TS increases to 8 plus twice the caster's Magic Attribute.

Greater Push Object (Fourth Level)


The Push Object spell may be upgraded in two ways.
The character can control an object up to twice the Magic Rank in kilograms.
The character can control the movement for 1 minute per Magic Rank.

Lesser Shapeshifting (First Level)


The caster may transform into any animal that is smaller than the caster with which the
caster is intimately familiar with, such as a family pet but not simply a passing creature. This
requires weeks of regular contact and a study of the entire external physical anatomy. The
metamorphosis is very real and all of the casters attributes become like the animals (except
their Magic Attribute). The spell lasts for one minute.

Due to their own biological differences, the caster may not be able to use any of their own
trained skills in their new form as even walking or running in a new body can prove difficult.
Transformation into an animal however is a dangerous activity as most animals brains have
limited capacity for thought. This effect on the casters mind means that not only are they
sacrificing much of their intellectual capacity, they are competing for control against the
animals biological instincts. It is possible that while still in the form they might forget how to
shapeshift altogether and be trapped in their new animal form forever. Even if the caster can
return to human form they might still have lost significant memories. The caster must make
a contested roll using Logic against the animal. If the caster fails, the animal takes control
until new circumstances arise to force another roll. If the caster fails a TS of 9, the caster will
lose personal memories. If the caster has a degree of failure of 3 or more, the caster will

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permanently forget how to cast spells, including shapeshifting.

The caster produces an aura of magic so long as the caster is not in its natural form. The
user's Magic Attribute acts as a social penalty on any dealings with other animals in that
form which can lead to feelings of disease, mistrust or outright suspicion by creatures
around them. This penalty is doubled when dealing with creatures of the species family the
caster has transformed into. The character must buy this spell for each creature they wish to
shapeshift into.

Shapeshifting (Second Level)


The Shapeshifting spell may be upgraded in three ways.
The caster retains their full mental faculties while in the form of the animal.
The spell lasts for 10 minutes per Magic Rank.

Improved Shapeshifting (Third Level)


The Shapeshifting spell may be upgraded in three ways.
The caster can now take the form of creatures larger than itself
The TS for losing memory is reduced by 2.
The spell lasts for 1 hour per Magic Rank.

Greater Shapeshifting (Fourth Level)


The Shapeshifting spell may be upgraded in two ways.
The caster no longer fights the animal for control of the body and no longer risks
losing memory.
The spell lasts for 2 hours per Magic Rank.

Lesser Summon Essence (First Level)


The caster can summon the essence of a deceased creature to come before it. This essence
may take the form of an apparition, an aura, or simply a feeling. The form it takes and the
limits on its ability to communicate, if any, remains the choice of the GL. This spell does
require a sympathetic connection, such as the location of death or physical remains. If the
spirit or essence chooses to resist, it does so by making a contested roll using the Magic
Attribute (most count as having at least a Magic Attribute of 2). It remains for 1 minute per
Magic Rank.

Summon Essence (Second Level)


The Summon Essence spell may be upgraded in one way.
The Essence can choose to resist, but it now does so without using its Magic
Attribute.

Improved Summoned Essence (Third Level)


The Summon Essence spell may be upgraded in two ways.
The summoning no longer requires a sympathetic connection, but it can use its
Magic Attribute to resist.
The summoned apparition stays for 10 minutes per Magic Rank.

Greater Summoned Essence (Fourth Level)

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The Summon Essence spell may be upgraded in one way.
The essence can no longer choose to resist under any circumstances.

Lesser Summon Object (First Level)


So long as the wizard has an intimate knowledge of the target (at least 12 Rounds of specific
study using at least two senses) and its spatial location, the wizard may summon the object
into his hand. The wizard cannot summon anything that weighs more than one kilo and if it
has been moved without his knowledge he can no longer summon it. Objects cannot be
living things or have insulation. An object that resists cannot be summoned. The object does
not teleport and thus requires a clean path to reach the caster.

Summon Object (Second Level)


The Summon Object spell may be upgraded in two ways.
The weight of the object can be equal to the caster's Magic Rank.
The object can resist by making a Strength + 2d10 roll vs the caster's Magic Attribute
+ 2d10. If it fails, it will be summoned.

Improved Summon Object (Third Level)


The Summon Object spell may be upgraded in two ways.
Objects may be living things so long as they do not exceed the weight limit.
The object can be something with insulation.

Greater Summon Object (Fourth Level)


The Summon Object spell may be upgraded in two ways.
The caster no longer need only to have clearly detected the object with a single
sense in order to summon it.
The caster's Magic Attribute is doubled for purposes of overcoming resistance.

Lesser Supernatural Healing (First Level)


By mending skin tissue and repairing bones the caster can accelerate the healing process in
whatever they touch by approximately a day. This can still result in terrible injuries if the
wound is not cleaned or a bone not aligned correctly. This cannot be used to reattach or
regrow severed limbs from dead tissue, but can be used to heal over the stump. Note that
the sudden burst can leave recipients hungry.

Supernatural Healing (Second Level)


The Supernatural Healing spell may be upgraded in two ways.
Healing process is accelerated to equal five days of time.

Improved Supernatural Healing (Third Level)


The Supernatural Healing spell may be upgraded in two ways.
Healing process is accelerated to equal two weeks of time.
Recently severed limbs can be reattached if the cells in the severed limb have not
died.

Greater Supernatural Healing (Fourth Level)


The Supernatural Healing spell may be upgraded in two ways.

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Healing process is accelerated to equal one month of time.
Removed body parts, up to a finger, can be entirely regenerated via one casting of
this spell. Repeated castings can eventually return an entire limb. Must be performed
within one hour of the wound occurring.

Lesser Trigger (First Level)


Trigger Spell may be applied to any spell effect. The spell is not activated until a single
specific command word or action occurs, the command or action determined by the caster
at the time of casting. Examples include a particular word, movement, style of grip or the
force of a sudden impact. Note, that the trigger must occur within the radius of the spell's
aura and can be activated by anyone. This spell requires the casting of two spells
simultaneously and thus has the mana cost and casting time of both spells. Note that any
spell kept in place by a Trigger continues to use up the Mana required to cast that spell
meaning that mana used in a triggered spell does not regenerate until the spell has been
released.

Trigger (Second Level)


The Trigger spell may be upgraded in one way.
The specific command word or action can be a combination of actions determined by
the caster. The number of specific actions used to trigger cannot exceed the caster's
Magic Rank.

Improved Trigger (Third Level)


The Trigger spell may be upgraded in two ways.
The caster may also declare a deactivation command word or action. If used the spell
'deactivates' and remains a triggered spell, but with the duration that it was used cut
from the spell's normal duration length if any. This word or action may be different to
the one used to activate it.
The caster can cause the trigger word or action to be person specific, only able to be
activated by that individual alone.

Greater Trigger (Fourth Level)


The Trigger spell may be upgraded in one way.
The caster can regenerate up to half of the Mana put into this spell as per normal.

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Magic Penchants
The Penchants listed under the heading Magic Style present a number of penchants
considered 'core rules' for the magic system. Penchants under the other headings are
entirely optional and are presented merely as suggestions. General Penchants from the core
rules, such as Advanced Learning, may be used by treating the Magic Rank as a Skill. Note
that the cost of using a penchant, such as doubling the mana cost, stacks for each penchant
and occurs after all other costs of the overall spell being cast have been established.

Magic Style
Double the Power
The Double the Power penchant doubles the numerical effects of the spell, such as the
amount of substance created by a Produce spell, or the damage result. This can only be used
to affect one numerical aspect of the spell per casting. Using this penchant doubles the
mana cost of the spell.
Fast Return
The casters body is so attuned to mana that it is returned to this character at an astounding
rate. Mana now replenishes at a rate of two points for every hour of rest.
Increase Range
All Ranged spells increase their range by one category (so Point Blank Range is now Close
Range, Extreme Range is now Long Range). Using this penchant doubles the mana cost of
the spell.
Master of Mana
A caster with Master of Mana has mastered the art of gathering mana. For every Rank of the
Mana Attribute, the caster generates two points of Mana. This Penchant can be taken an
additional three times for a maximum of five points per Rank, however the character's
Magic Rank must always be higher than the number of copies they have of this penchant
they have thus a Rank 3 caster can only have two copies of this penchant.
Magical Purity
With Magical Purity a wizard may add his Magic Score as a bonus to any rolls required by the
spell. Double the mana cost of the spell.
Quick Casting
All spells has their casting speed reduced as if all spells being cast were each one Level lower,
to a minimum of one Motion for the entire spell. Using this penchant doubles the mana cost
of the spell.
Silent Spell
If the spell requires words or gestures to cast, it now no longer needs one of these things,
allowing for a spell caster to effectively cast spells with the power of the mind. This does not
change the casting time, but it does make the casting of spells less obvious. The exact nature
of this penchant depends both on the magic system chosen and the ruling of the GL.
Unlock the Magic
Gain access to the Mana Attribute with 1 point in Magic. Further points in Magic must be
purchased with experience.

Channelled Magic
Share the Connection

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Casters may channel up to half of their own magical energy into another caster in order to
empower that individual. A Caster with no connection can be healed by the good will of
another Caster using this ability setting their Magic Rank to 1.
Strip the Connection
With time and concentration, the connection between a caster and their source of magic
can be severed. To do this, a wizard must be targeted with two doses of raw mana, both
doses equal to the total amount of mana they can possess, first to strip them of their current
mana second to obliterate their connection with the source. A Caster struck by this loses
their Magic Attribute

Chi
A New Spell
Chi uses must purchase a penchant relating to each spell before they may use it. They are
limited in how many spells they can ever know to a number equal to their Magic Rank.
Hide the Aura
The casters aura, which normally grants feelings of good or hostile intention, can be
suppressed. Purchasing this Penchant a second time can allow the caster control of what the
aura presents as.
Reflexive Spell
A particular spell has become so naturally innate to the caster that they may halve the time
required to cast it, with first level spells being cast instantaneously.

Component

Gemstone

Shield
Stimulation
Source
Thread
Unnatural

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Merged and Changed Spells
Casting multiple spells together, such as casting a produce flame simultaneously with
produce acid, is like putting all the ingredients for a prime dinner dish on a plate and not
letting the flavours mingle. The ingredients simply don't merge to become something new or
different without applying a process. In the above example, casting produce flame and
produce acid simply produces both flame and acid at the same time, it does not create a ball
of flaming acid, or produce some new form of liquid fire.

Merging Spells doubles the mana cost of each spell used in the casting, after all other
affects. For this reason alone merged spells are normally the product of massive ritual
castings, or restricted only to those rare spell casters of awesome power. The reason for this
is because normally spells resists outright mergers, with few exceptions. Note that spells
such as 'beam', 'hurl', 'imbue' and 'trigger' don't actually change the inherent nature of the
spells being cast, rather they simply alter the delivery, and thus these may later be cast on
top of merged spells.

Finally, in order to merge spells, the spell caster must take up knowledge ranks in the specific
spells being merged that is at least equal to the spell's level. In a ritual spell, this knowledge
must be held by the primary caster.

Trap the Soul


The ability to summon a soul, and the ability to bind it to a place or object, are two entirely
different abilities. In order to trap a soul, the caster must combine the following:

Imbue Item Prepares the item to receive the soul and all other magical effects.
Summon Essence Improved This summons the Essence of the creature, required in order
to focus the other spells and to provide a link between all spells and the subject.
Magnetise Greater This causes the imbued object to be inextricably bound to the soul and
holds the target soul in place.
Magic Wall Greater This constructs an outward barrier to constrict the soul further so that
it cannot try arcane means of escape or be accidentally empowered by nearby magic.
Skipping this step is possible but vastly increases the chance of a soul breaking free on its
own.
Animate This optional addition allows the trapped soul to make use of the body or item it
has been trapped in, limited by the effective Magic Rank of either the caster or the trapped
soul.

Destroy the Soul


This ability is typically used only by vile practitioners of the arcane or suicidal cultists. It
allows the user to destroy a person's soul, along with the Mana their soul produces. In order
to destroy a soul, the caster must combine the following:

Summon Essence Greater this draws forth the soul of the creature so that it can be
targeted.
Magic Wall Greater This separates the essence from its own mana.

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Mana Bolt Greater This altered Mana Bolt rends the extracted soul into pieces

Affect Everything
In a way this ability is simply an expansion of Multi-Target, however instead of simply
duplicating the spell, this forces the spell to affect everything within a set radius. In order to
affect everything, the caster must combine the following:

The Subject Spell This is the core spell to be expanded.


Multi-Target Greater This is used to effectively duplicate the spell repeatedly.
Beam Improved This is merged with Multi-Target to create a radius of affect, equal to a
throwing axe.
Enhance This optional spell can be used to increase the radius of the spell, effectively
doubling it per level of the Enhance spell.

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Artefacts
The artefacts listed here are particularly powerful and the enchantments upon them are
permanent. They each have a proximity limited to direct contact and will always either
absorb lesser spells or will have no reaction.

Book of the Dead


The Book of the Dead is an ancient Tome capable of summoning the undead and casting the
deepest necromancy. However, the book itself is beholden of powerful magics, and
possessed by great evil. Only a user with Magic Rank 4 can use this book reliably by
suppressing the internal magic and choosing the page. All other users must roll 2d10 when
opening the book, and whatever page it lands on it automatically casts the relevant spell.

Pages of the Book of the Dead


2. Roll again, double the effects
3. Black Hole: Creates a black hole that attempts to drag the user and anyone nearby into an airless
dimension.
4. Steal Soul: The users soul is drained into the book. Their body still acts but it has no ability to talk or to
refuse direct commands.
5. Horde of Demons: D10 small demons crawl out of the book.
6. Summon Demon: A single large and powerful demon appears before the user.
7. Book Bites: Book snaps shut, slamming on part of the user, strength 3.
8. Rats: Hundreds of Rats pour out of the pages.
9. Raise Horde, Disloyal: D10 skeletons crawl up out of the ground. They are immediately hostile.
10. Summon Loyal: Two skeletons crawls up out of the ground. They are under the user's control.
11. Summon Disloyal: A single skeleton crawls up out of the ground. It is immediately hostile.
12. Summon Loyal: A single skeleton crawls up out of the ground. It is under the user's control.
13. Raise Horde Loyal: D10 skeletons crawl up out of the ground. It is under the user's control.
14. Something becomes Spiders: The next thing someone in the vicinity touches becomes spiders.
15. Change Gender: The user spontaneously changes genders. The user will not immediately notice.
16. Bring Life to Plants: Any plants in the vicinity spring to life, mutate, and are immediately hostile.
17. Make Copy of the User: An exact duplicate of the user appears, both the user and the duplicate's stats are
halved.
18. Gain Touch of Death: The user's hand turns black, anyone they touch with that hand has their soul ripped
from their body.
19. Time Travel: A portal to another time and place opens.
20. Roll again, twice.

Soul Jar
The Soul Jar is a fearsome artefact that holds the soul of a living being. This soul cannot be
released without destroying the jar utterly and every day it produces anywhere between 4
and 25 points of raw mana for its bearer to use, replenishing one point of spent mana every
hour. What mighty soul that could produce such quantities of mana who has been trapped

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in the jar is unknown, and the dark tale of how this jar was created and their soul came to be
bound also remains a mystery.

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Sample Characters

Spell sword
Master Wizard
Apprentice Caster (Rogue)
Cleric
Necromancer
Martial Artist

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